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Exotic Beasts

NecroRAW

This page lists Exotic Beasts which are not gang-specifics. Gang-specific Exotic Beats are featured within their respective gang's list.


Exotic Beasts are considered Wargear (Status Items) but have their own fighter cards. These can only be purchased through the Equipment list of a given fighter or through the Trading Post: Status Items.

For rules about Exotic Beasts, see Founding a Gang > Exotic Beasts

Wasteland Giant Rat

MWSBSSTWIALdClWilInt
5"4+5+3313+18+7+8+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Fangs-E--S-1-Melee

Skills: Dodge Special Rules: Expendable, Never more than One Metre from a Rat, Instinct for Survival

Special Rules

Expendable: Fighters with this rule are easily replaced and expected to die. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule.

Never more than One Metre from a Rat: During the Update Roster step of the post-battle sequence if any Wasteland Giant Rats are removed from a Fighter card, they are replaced with new ones for no cost.

Instinct for Survival: Wasteland Giant Rats have the Dodge skill.

Skill Access

Should a Wasteland Giant Rat become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
Primary--Secondary----
Equipment

A Wasteland Giant Rat may not purchase weapons or Wargear. A Wasteland Giant Rat is armed with fangs.

RAW ✔️ Book of the Outlands, p53

Millisaur

MWSBSSTWIALdClWilInt
6"4+5+3324+28+7+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Fanged Maw-E--*---Melee, Toxin

Skills: Infiltrate Special Rules: Burrowing, Ambush Predator, Armoured Hide

Special Rules

Burrowing: A Millisaur is able to burrow beneath and through the metal and rockcrete floors of the underhive, passing quickly through hidden crawl spaces and buried vents before emerging elsewhere. A Millisaur may move freely under impassable terrain if it has sufficient movement to do so, but may not end its movement on or within impassable terrain.

Ambush Predator: Millisaurs have the Infiltrate skill.

Armoured Hide: Millisaurs have a 5+ armour save.

Skill Access

Should a Millisaur become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
Secondary-Primary-----
Equipment

A Millisaur may not purchase weapons or Wargear. A Millisaur is armed with a fanged maw.

RAW ✔️ Book of the Outlands, p54

Ripperjack

MWSBSSTWIALdClWilInt
7"4+6+3323+28+7+8+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Teeth-E--S-2-Melee

Special Rules: Flight, Solitary Hunter, Enveloping Attack

Special Rules

Flight: A Ripperjack ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter's base.

Solitary Hunter: A Ripperjack never gains the benefit of an assist or grants an assist to other fighters.

Enveloping Attack: An enemy fighter Engaged by a Ripperjack suffers a -2 modifier to any Initiative checks made to take the Retreat (Basic) action. In addition, any reaction attacks made against a Ripperjack suffer an additional -1 modifier to hit.

Skill Access

Should a Ripperjack become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
--Secondary-Primary---
Equipment

A Ripperjack may not purchase weapons or Wargear. A Ripperjack is armed with teeth.

RAW ✔️ Book of the Outlands, p55

0-1 Caryatid

Available to any Gang Leader - Rare (15)

MWSBSSTWIALdClWilInt
6"5+-2212+17+7+8+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Unarmed AttackE---S-1--

Special Rules: Omen of Fortune, Precognition, Symbol of Renown, Abandonment, Flight, *Lucky Find

Special Rules

Omen of Fortune: A Caryatid is able to sense bad fortune and forewarn its chosen companion, giving them a flash of precognition.

Whilst the Caryatid is within 3" of its companion, that fighter may avoid one successful hit per turn by making a successful Willpower test. Make the test immediately after a successful roll to hit has been made against the fighter. If the test is failed, the attack hits as normal. If the test is passed, the attack counts as having missed and the dice roll is discarded. Templates and Blast markers are placed as normal for the purposes of determining hits against other models, but the Caryatid's companion is assumed to have somehow dodged clear.

Precognition: The gift of foresight possessed by the Caryatid enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants the Caryatid a 3+ save roll, which cannot be modified by Armour Piercing.

Additionally, a Caryatid may avoid being caught by a Blast marker or Flame template. If a Caryatid is caught under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, the Caryatid is hit by the attack. On a 1-3, the Caryatid is able to fly clear of the area of the attack. Leave the model where it is and assume that it has fluttered around to avoid the attack and returned to where it was.

Symbol of Renown: So long as a gang Leader is accompanied by a Caryatid, that gang's Reputation is increased by +1. However, should the Caryatid ever be killed, or should it ever abandon its companion, the gang's Reputation will be reduced by -2.

Abandonment: Should the gang reduce its Reputation for any reason, roll a D6 and subtract the number of Reputation lost from the result. If the total is 1 or less, the Caryatid will abandon its companion. A natural roll of a 6 is always a success, regardless of modifiers.

Flight: A Caryatid ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter's base.

*Lucky Find: A Caryatid is not purchased like other items of Wargear, instead one may decide of its own volition to make a companion of a gang leader or not.

Should the gang roll 15 or higher after modifiers for the Availability level as part of a Trade post-battle action, there is a chance that a Caryatid will attach itself to the gang Leader. Roll 2D6 and add the gang's current Reputation. If the result is 20 or higher, a Caryatid has decided to form a bond with the gang Leader.

Skill Access

Should a Caryatid become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocity
Primary-Secondary--
Equipment

A Caryatid may not purchase weapons or Wargear.

A Caryatid carries no weapons and will always make unarmed attacks.

RAW ✔️ Necromunda Core Rulebook (2023), p304

0-2 Grapplehawk

Available to any Gang Leader or Champion - Rare (11)

MWSBSSTWIALdClWilInt
8"4+-2313+29+7+9+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Talons-E--3-11-Disarm, Entangle, Melee

Special Rules: Flight, Grapple, Swoop

Special Rules

Flight: A Grapplehawk ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter's base.

Grapple: If a Grapplehawk successfully hits a fighter with its Talons, it does not need to roll to hit that fighter again in subsequent activations or with Reaction attacks. Furthermore, these subsequent attacks count as having rolled a 6 to hit for the purposes of the Disarm and Entangle Traits.

Swoop: Grapplehawks can range further from their owners than most Exotic Beasts. A Grapplehawk must remain within 9" of its owner rather than 3".

Skill Access

Should a Grapplehawk become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocity
Primary-Secondary--

RAW ✔️ Necromunda Core Rulebook (2023), p306

0-1 Gyrinx Cat

Available to any Gang Leader or Champion - Illegal (14)

MWSBSSTWIALdClWilInt
7"4+4+2212+19+6+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Claws-E--3-1-Backstab, Melee

Special Rules: Small Target, Charmed, Psyker

Special Rules

Small Target: Gyrinx Cats are small, nimble and hard to target. Ranged attacks against Gyrinx Cats are made at -1 to hit. In addition, a Gyrinx Cat is never a potential target when working out the effects of a Stray Shot.

Charmed: Gyrinx Cats live charmed lives and cannot be targeted by ranged attacks unless they are the closest target. In addition, Gyrinx Cats can only be the target of melee attacks if there are no other enemies engaged with the attacker.

Psyker: Gyrinx Cats are psykers and follow all the rules for psykers and using psychic powers. At the start of each game, randomly determine a psychic power for the Gyrinx Cat from the universal Wyrd Powers table.

Skill Access

Should a Gyrinx Cat become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocity
Primary-Secondary--

RAW ✔️ Necromunda Core Rulebook (2023), p307

0-1 Hacked Cyber-mastiff

Available to any Gang Leader or Champion - Illegal (10)

MWSBSSTWIALdClWilInt
5"3+-3314+18+6+8+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Canine jaws-E--S-11-Melee, Rending

Special Rules: Glitchy, Tenacious

Special Rules

Glitchy: Hacked Cyber-mastiffs are somewhat more unpredictable than their standard counterparts. When a Hacked Cyber-mastiff activates, roll a D6. If the result is a 1, the Hacked Cyber-mastiff gains the Insane condition.

Tenacious: Cyber-mastiffs are renowned for their tenacity. If the Hacked Cyber- mastiff is taken Out of Action, do not remove it from the board if it has not yet activated this round. Once the Hacked Cyber-mastiff has completed its activation, remove it from the board.

Skill Access

Should a Hacked Cyber-mastiff become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocity
--Primary-Secondary

RAW ✔️ Necromunda Core Rulebook (2023), p308

0-3 Necromundan Giant Rat

Available to any Gang Leader or Champion - Common

MWSBSSTWIALdClWilInt
6"4+-3313+110+8+10+9+
WeaponSLSLSAPDAmTraits
Jaws-E--3-1-Melee, Backstab

Special Rules: Small Target, Nimble, Rat Cunning

Special Rules

Small Target: Necromundan Giant Rats are quick, making them difficult to target in the perpetual gloom of the underhive. Ranged attacks against Necromundan Giant Rats are made at -1 to hit. In addition, a Necromundan Giant Rat is never a potential target when working out the effects of a Stray Shot.

Nimble: Necromundan Giant Rats have almost preternatural reflexes, seemingly sensing danger before they strike. A Necromundan Giant Rat has a save of 4+, which is never modified by Armour Penetration.

Rat Cunning: Rats are among the most resilient organisms on Necromunda, and they have a sixth sense when it comes to their environment. A canny fighter learns how to read the mood of their rats and react to danger accordingly. A fighter with at least one Necromundan Giant Rat gains a special 5+ save against damage from environmental effects. Take this save before any other kind of save. Alternatively, a fighter may sacrifice one of their rats to completely ignore damage from an environmental effect. The Necromundan Giant Rat is then removed from the gang's roster.

Skill Access

Should a Necromundan Giant Rat become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocity
Secondary--Primary-

RAW ✔️ Necromunda Core Rulebook (2023), p309